
In Game Dev Tycoon you replay the history of the gaming industry by starting your own video game development company in the 80s. Create best selling games. Research new technologies and invent new game types. Become the leader of the market and gain worldwide fans.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 28 → 2.57/day in the week after.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 923 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Я создал смуту на 11 из 10.
Greenheart sold their soul to Netflix. This game is not the same version given with some Netflix package deal. I have been a supporter of this company since they first popped on to the radar. Odd to see them become the bad guys.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 10: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 963.8/day in the week to Jul 16 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Czech, Dutch, Greek, Hungarian, Polish, Portuguese - Brazil +5 more
Hours played at review time, across 925 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game Currently lags whenever text generate. For me atleast.
O jogo é muito bom se você planeja apenas jogar para se divertir, tentar recriar uma empresa de jogos real, tentar recriar jogos reais, criar seus proprios jogos, etc... Mas se vc quer platinar, se você quer uma gameplay mais tecnica, ai eu não recomendo. O jogo em grande parte da a nota dos jogos baseado em RNG, então não é algo certo que o jogo que você faz vai ter uma nota boa, mesmo você seguindo tudo certinho. O maior problema que isso gera é na hora de pegar a ultima conquista oculta que é a de ter uma nota 11/10 em um jogo, o que já é de extrema dificuldade e impossivel de ser feita no late game. Depois de muita pesquisa, eu descobri algumas coisas que fazem as notas de um jogo maior: -Tópico que não foi usado recentemente (pelo menos 4 jogos atrás) -Melhor combinação possivel de genero-tópico-plataforma-publico, sempre o +++ -Desenvolvedores especializados nas areas +++ do genero que você escolher -Quantidade de pontos de design e tecnologia do jogo deve estar a pelo menos 40% maior do que seu jogo anterior (Pra isso é recomendavel que ou treine seus desenvolvedores bastante em comparação com o jogo anterior, ou recrute desenvolvedores famosos que tem mais status que os seus atuais para tentar alcançar tantos pontos a mais) -Maximo de Hype possivel -Não sobrecarregar seus desenvolvedores, nunca deixando alguem passar de 100% -Sua Engine deve ter tecnologias novas comparado com seu jogo anterior -Nivel de Grafico ao menos lvl 4 ou maior -Recomendo tentar correr atrás dessa conquista fazendo jogos médios ou grandes, antes de desenvolver jogos AAA que são mais dificeis de notas perfeitas e geram mt mais pontos de design e tecnologia do que um jogo grande, o que acaba com a parte de ter 40% mais pontos que o jogo anterior. (Mas seguindo tudo acima facilmente vc fica perto do 10 e pode ocorrer de conseguir o 11 mesmo no AAA) Eu ainda to na corrida atrás da nota 11, mas sempre fico travado na nota 10 pois eu fui atras da conquista quando já estava no late game com meus desenvolvedores maximizados, então não consegui cumprir a questão dos 40% a mais. Mas não irei desistir, vou em outro save tentar novamente.
made billions off pure genius in just 3 weeks, rockstar could never
Não me entendam mal, eu gostei do jogo. Joguei tanto no PC quanto no celular, e me diverti criando cada jogo pra ver as reviews que recebia dentro nas duas versões. Porém, no PC, ele parece apenas um porte da versão mobile, sem grandes mudanças ou que realmente faça diferença na gameplay. Quando comprei o jogo para computador, imaginei que seria algo mais completo, com gráficos melhores, talvez conteúdos extras em comparação à versão de mobile que joguei pela primeira vez. Acabei criando uma expectativa maior por estar indo para outra plataforma. Mesmo assim, o jogo continua sendo divertido e consegue entreter. Só fiquei um pouco decepcionado porque esperava uma experiência mais diferenciada no PC, e não algo tão parecido com a versão mobile. (Está aparecendo que tive poucas horas na steam pq eu joguei mais na outra conta do meu amigo e essa conta bem pouco)
This game is an old classic. Pretty great, a standard Tycoon game. You can pick this up for pretty cheap, and it's great for an initial playthrough. However, do be warned. Don't look up the guides for this game. Not because you'll be "spoiled" or anything, but because the difficulty curve of the game is set by your own performance in a weird, unintuitive treadmill: In order to get that sought-after 10/10, you have to exceed the quality of your previous best game by a lot. The problem is that this is all predicated on you bumbling around to figure out the best game combinations and sliders to make the game well (making inferior games in the process). If you use a guide and make the best game you possibly can, you get trapped in an endless cycle of making 6/10 games because you can never exceed your personal best by a good margin. The actual meta of the game is to [b]intentionally make bad games constantly[/b] so that you level up your studio without increasing your current best quality record, then suddenly make one good game that exceeds expectations. Weird, unintuitive, stupid. See, I'm not satisfied playing this game anymore because I'm spoiled, and I think playing into this dumb meta of purposefully bad games is dumb. I think it's bad game design, but honestly I still do recommend this game because it's cheap and I've gotten a lot of fun out of it.
Затягивает как надо
Only put a couple hours in so far but looking forward to see what else it has in store.
A simplified and GAMIFIED take on being a game developer! Easy management and simulation
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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